Zoom OUT!!!

Suggestion is simple:
ZOOM OUT!!!!
In some places, on some levels camera is situated way too close! I can't see opponents "telegraphing" their attacks - they pop up from nowhere and instantly attack me. For example: slags in vanaduke fight, spookats in candlestick keep.
It would be nice if it was possible to move the camera away from character. In other words: zoom out.

Or at least have the ability to rotate camera.
Its very annoying with fast moving/attacking enemies. When they are in upper part of screen and you are below them, you can without problem see what they are doing and avoid any upcoming attack. But when you switch with places, and you are on top and enemy is below you, even if distance is same or even shorter than before, you cant see becouse of the angle of view therfore you cant avoid an attack you could see and avoid using your skills in any other scenario.
Its annoying especially at vana. When you are in top part of the map, this is possible that you wont be able to see any part of Vana that is below you, but his slap attack will still reach you (since actually he is very close to you but you dont see him becouse of bad camera angle).
+1

It's been said in another thread that every model such as walls on SK are only texturized on their visible side, meaning that if the camera was rotated to an angle where the unseen sides of models are apparent, the game would look choppy.
So, to prevent that, they would have to texture most models on the game.
Although a zooming, not rotating camera wouldn't show those unseen sides, and would help players pretty much in the same way.
+1 to OP

As well, this is quite useful, as i often abuse the abilty to hide "below" a player in lockdown.

I think instead, enemies could just be on the minimap and yes, maybe that might be too powerful, but seriously, it's irritating not knowing where slags are even if you're character is looking right at them charging you

I'd rather see them in person than as tiny dots on mini-map. This way I can know where they're attacking from and can predict the path of their projectiles. Having a fiend on mini-map won't really help me dodge a chair...

@Blue
In FSC, where most people complain about view angle, it already switches to a pure top-down perspective for the bullet phases, so no real texturing needed should the top-down route be implemented just for that fight.

I was refering to the rotating camera from Asukalanforum's post, right on top of mine.

Forced switch to top-down view (with camera moving backwards from knight, forced by a button) would work for me - I'd just switch to this view when I know there is enemy nearby, just outside of my vision. And it wouldn't break anything.

Have you ever been in the section of Candlestick Keep where there are a series of spike traps (8-16 in rows of 4) where you have to retrieve a key from the other side while messing with Kats and possibly Zombies and a Howlitzer? When Grimalkins spawn from the south and jump up to the level of the platform you are on, they blot out your view of EVERYTHING. This is incredibly inconvenient and more than a little unfair, no doubt contributing to why I loathe CSK so much. The only saving grace is that the spike area is usually lit by blue candles, so you don't get chomped as well.
Or, perhaps, "Level" the camera more so you don't see a mile above you and hardly anything below you.
~Sev